Sharloon nodded in thanks as Murmen blessed his newly received dagger. "Thank you, my friend. I hope my skill with it mirrors your generosity..."
<moments later>
As the group made whispered and hasty discussions regarding the wolves, Sharloon drew the recently blessed dagger. Crouching low he whispered to the group, "As much as I dislike the idea of killing anything for no reason, in this case there is good reason. These wolves have done nothing to us save had the misfortune to be raised by goblins, and yet...to the fates...that seems enough. A man and a dwarf's life is potentially at stake. Like it or not, using magic to put them to sleep and then finishing them respectfully and quietly is proper. We must have surprise on Klarg when the times comes."
OOC:Once the sleep spell is cast - Sharloon will move forward as quickly and quietly as possible. If the spell gets all of them, use the dagger. If any remain awake - Sharloon will start with the quarterstaff.
If any wolves are still awake...Sharloon will try to dispatch them quickly and quietly.
IC: Muscles rippling beneath his scales Sharloon slid forward into the room, light from the torch reflecting weird shadows off his quarterstaff. Catching the scent of prey already the wolf nearest Sharloon strained against his chains to leap forward and make a snapping bite at the dragonborn. Moving aside like a leaf blowing in the wind, the blue scaled monk spun the quarterstaff in a whirling rapid circular motion. Whipping the wooden frame down hard he quietly hissed, "Greetings, adversary. I am Sharloon."
OOC: If the wolves are engaged Sharloon will strike the closest with quarterstaff and then use either a kick or elbow strike as a bonus action.
Staff attack: 23 if hit then dmg 8
Bonus action melee attack (kick or elbow strike) 8 if hit then dmg 5
edit: looks like DM posted while I was posting. Looks like everything still basically applies, however. Added one sentence to reflect the wolf attacking us first and missing Sharloon...
Arikon nodded towards the others and stepped forward towards the corner to get a clear line of sight on the wolves. They looked like fearsome ceatures and he would be rather glad if they could get passed them without a real fight. "Get ready.", he whispered to his companions. "And don't forget, the spell will last for a minute." He started to speak his incantations and cast Sleep at the chained beasts. (Affected HP: 29)
This post has potentially manipulated dice roll results.
Zee aims his light Crossbow and Shoots at the Wolf that Sharloon booped 17 dealing 8 Damage if hit John Redcorn will get within throwing range of the beast and, aiming at the still awake wolf, throw his dagger 5 dealing 1 damage on a hit
The party’s coordinated attack against the restrained wolves is devastating. In a blink of the eye, the two are asleep, and the third is dead. Now, the sleeping wolves lay helpless on the ground, unconscious.
At the far end of the kennels, you are now free to investigate the fissure.
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DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral-Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries;Bernard Lionsbane- Solo Curse of Strahd
Jeb somberly nods and draws his dagger. He will kneel and finish the sleeping wolves, turning their heads away from him to avoid the arterial spray as he quickly draws his dagger across their throats.
This post has potentially manipulated dice roll results.
Murmen will wait for Jeb to finish his business, then cautiously walk up to the fissure and examine it. He'll look to see if it's large enough for the party to look through, and if there are any traps.
Perception: 18
(If you need Investigation instead, someone else should do it.)
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
It’s gruesome work, but someone has to do it. The wolves whimper one last time as Jeb slashes each of their throats. With that, the room is clear. Murmen advances to the fissure at the far end. A pile of rotting offal and rubbish lies at its base, clueing you in on what Klarg was feeding these wolves. The fissure acts as a sort of natural chimney, and looking up you can see the shaft goes up 30 feet into another room. Dim light shines at the top, and Murmen can hear the sound of faint voices from above.
Arikon was glad that he wasn't the one who had to kill the wolves. It needed to be done, but he didn't know if he would have been up to the task. The young sorcerer followed the others into the side cave and kept an eye on its entrance, lest they would be surprised by some guards. "Is there a way forward? Or did the Goblin play us false?", he whispered to his fellow companions.
After his gruesome business is conducted Jeb joins the party at the base of the proposed chimney entrance. He looks about at Murmen in his heavy armor. He whispers, "You will likely need to bring up the rear friend dwarf. We can't have your armor ruining our advantage we are striving for. I suggest Sharloon and I lead the exploratory climb, then Zee and Arikon, then finally John with Murmen." Jeb catches Murmen's eye as he speaks and subtley directs his eyes towards John as an indicator that it would help to have the seasoned dwarven cleric with the green barkeep as well.
Arikon stepped closer to the shaft. He wasn't keen on climbing up there, considering that they didn't have any information on what would await them and perhaps more importantly that he hadn't climbed anything before. "Maybe the first one up could drop us a rope? Well, to make it easier for the others?", he asked with the slightest hint of embarrassment in his voice.
Jeb takes a look around at his gathered comrades, their faces expressing anticipation and anxiety as they set out on the next stage of their incursion into the goblin lair. Jeb passes his torch to John with a nod.
Jeb asks Murmen, "Can you give me hand up?" Jeb steps into the assumingly offered hand to increase his reach for a better hand hold to begin his climb.
<OOC: Hoping for Advantage on the roll with Murmen's aid, if not use the 2nd roll.>
Jeb is the first to attempt the climb. He turns to Murmen for help, but the 30 foot shaft is really too tall for the short dwarf to give any meaningful support.
(Your second roll will work if Murmen helps you by casting Guidance, though. Because of that, I rule that you succeed, unless Shadowthorn has any objections).
The gambler makes his way up the cramped shaft, the smell of garbage and spoiled meat enough to make anyone gag, but he pushes forward. Jeb is now 15 feet up the shaft, and can lower a rope to give anyone who follows advantage on their check.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Might be really in trouble here gang if this opens directly into a room that Klarg happens to hanging out in, etc. I'd suggest keeping super quiet and let potential stealthy types go first.
Alternatively using the caltrops and/oil somehow would be damn helpful too assuming we could get him to come to us in some way? Failing that...I guess we just let the rogue get his sneak on and hope he's not popping out of a cake at the top in the midst of Klag's bachelor party :)
This post has potentially manipulated dice roll results.
After Jeb went into the shaft, Arikon approached the opening in the wall. He would wait for the more athletic members of his group to go ahead of him. The young sorcerer would follow them up trying to be as quiet as possible. (Athletics18 / Stealth19)
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Sharloon nodded in thanks as Murmen blessed his newly received dagger. "Thank you, my friend. I hope my skill with it mirrors your generosity..."
<moments later>
As the group made whispered and hasty discussions regarding the wolves, Sharloon drew the recently blessed dagger. Crouching low he whispered to the group, "As much as I dislike the idea of killing anything for no reason, in this case there is good reason. These wolves have done nothing to us save had the misfortune to be raised by goblins, and yet...to the fates...that seems enough. A man and a dwarf's life is potentially at stake. Like it or not, using magic to put them to sleep and then finishing them respectfully and quietly is proper. We must have surprise on Klarg when the times comes."
OOC:Once the sleep spell is cast - Sharloon will move forward as quickly and quietly as possible. If the spell gets all of them, use the dagger. If any remain awake - Sharloon will start with the quarterstaff.
If any wolves are still awake...Sharloon will try to dispatch them quickly and quietly.
IC: Muscles rippling beneath his scales Sharloon slid forward into the room, light from the torch reflecting weird shadows off his quarterstaff. Catching the scent of prey already the wolf nearest Sharloon strained against his chains to leap forward and make a snapping bite at the dragonborn. Moving aside like a leaf blowing in the wind, the blue scaled monk spun the quarterstaff in a whirling rapid circular motion. Whipping the wooden frame down hard he quietly hissed, "Greetings, adversary. I am Sharloon."
OOC: If the wolves are engaged Sharloon will strike the closest with quarterstaff and then use either a kick or elbow strike as a bonus action.
Staff attack: 23 if hit then dmg 8
Bonus action melee attack (kick or elbow strike) 8 if hit then dmg 5
edit: looks like DM posted while I was posting. Looks like everything still basically applies, however. Added one sentence to reflect the wolf attacking us first and missing Sharloon...
Arikon nodded towards the others and stepped forward towards the corner to get a clear line of sight on the wolves. They looked like fearsome ceatures and he would be rather glad if they could get passed them without a real fight. "Get ready.", he whispered to his companions. "And don't forget, the spell will last for a minute." He started to speak his incantations and cast Sleep at the chained beasts. (Affected HP: 29)
Two of the wolves immediately fall asleep, while the third takes a strong blow from Sharloon’s staff, though he misses his second unarmed strike.
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
Zee aims his light Crossbow and Shoots at the Wolf that Sharloon booped 17 dealing 8 Damage if hit
John Redcorn will get within throwing range of the beast and, aiming at the still awake wolf, throw his dagger 5 dealing 1 damage on a hit
Drow enthusiast
Lover of lore and magic.
-The White Crow-
The party’s coordinated attack against the restrained wolves is devastating. In a blink of the eye, the two are asleep, and the third is dead. Now, the sleeping wolves lay helpless on the ground, unconscious.
At the far end of the kennels, you are now free to investigate the fissure.
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
Zee looks over and his face says "Do we HAVE to kill them?" with a bit of a shrug and nod at the cute, sleeping, Viscous doggos.
Drow enthusiast
Lover of lore and magic.
-The White Crow-
Jeb somberly nods and draws his dagger. He will kneel and finish the sleeping wolves, turning their heads away from him to avoid the arterial spray as he quickly draws his dagger across their throats.
Murmen will wait for Jeb to finish his business, then cautiously walk up to the fissure and examine it. He'll look to see if it's large enough for the party to look through, and if there are any traps.
Perception: 18
(If you need Investigation instead, someone else should do it.)
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
It’s gruesome work, but someone has to do it. The wolves whimper one last time as Jeb slashes each of their throats. With that, the room is clear. Murmen advances to the fissure at the far end. A pile of rotting offal and rubbish lies at its base, clueing you in on what Klarg was feeding these wolves. The fissure acts as a sort of natural chimney, and looking up you can see the shaft goes up 30 feet into another room. Dim light shines at the top, and Murmen can hear the sound of faint voices from above.
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
Arikon was glad that he wasn't the one who had to kill the wolves. It needed to be done, but he didn't know if he would have been up to the task. The young sorcerer followed the others into the side cave and kept an eye on its entrance, lest they would be surprised by some guards. "Is there a way forward? Or did the Goblin play us false?", he whispered to his fellow companions.
After his gruesome business is conducted Jeb joins the party at the base of the proposed chimney entrance. He looks about at Murmen in his heavy armor. He whispers, "You will likely need to bring up the rear friend dwarf. We can't have your armor ruining our advantage we are striving for. I suggest Sharloon and I lead the exploratory climb, then Zee and Arikon, then finally John with Murmen." Jeb catches Murmen's eye as he speaks and subtley directs his eyes towards John as an indicator that it would help to have the seasoned dwarven cleric with the green barkeep as well.
The shaft upwards is slick with grease and covered with trash, requiring an Athletics check to climb.
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
Arikon stepped closer to the shaft. He wasn't keen on climbing up there, considering that they didn't have any information on what would await them and perhaps more importantly that he hadn't climbed anything before. "Maybe the first one up could drop us a rope? Well, to make it easier for the others?", he asked with the slightest hint of embarrassment in his voice.
Jeb takes a look around at his gathered comrades, their faces expressing anticipation and anxiety as they set out on the next stage of their incursion into the goblin lair. Jeb passes his torch to John with a nod.
Jeb asks Murmen, "Can you give me hand up?" Jeb steps into the assumingly offered hand to increase his reach for a better hand hold to begin his climb.
<OOC: Hoping for Advantage on the roll with Murmen's aid, if not use the 2nd roll.>
Athletics with Advantage: 21
Athletics without Advantage: 9
Stealth: 20
Jeb is the first to attempt the climb. He turns to Murmen for help, but the 30 foot shaft is really too tall for the short dwarf to give any meaningful support.
(Your second roll will work if Murmen helps you by casting Guidance, though. Because of that, I rule that you succeed, unless Shadowthorn has any objections).
The gambler makes his way up the cramped shaft, the smell of garbage and spoiled meat enough to make anyone gag, but he pushes forward. Jeb is now 15 feet up the shaft, and can lower a rope to give anyone who follows advantage on their check.
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
Murmen will use his entire squat body to boost Jeb up, although all why wondering why he chose the shortest member of the group to do so.
(Whoops, sniped. I’ll use guidance, yes.)
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
<I think your the strongest member of our little group and dwarves have an awesome center of gravity. :p>
Having covered half the distance and found a safe ledge to tie a rope to, Jeb lowers the rope to the rest of the party to make their climb easier.
As they begin to climb aided by the rope, Jeb waits to have everyone in place as they prepare for the last portion of the climb.
OOC:
Might be really in trouble here gang if this opens directly into a room that Klarg happens to hanging out in, etc. I'd suggest keeping super quiet and let potential stealthy types go first.
Alternatively using the caltrops and/oil somehow would be damn helpful too assuming we could get him to come to us in some way? Failing that...I guess we just let the rogue get his sneak on and hope he's not popping out of a cake at the top in the midst of Klag's bachelor party :)
(Sharloon, you have the same stealth modifier as Jeb. That being said, will anyone else like to climb up the shaft?)
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
After Jeb went into the shaft, Arikon approached the opening in the wall. He would wait for the more athletic members of his group to go ahead of him. The young sorcerer would follow them up trying to be as quiet as possible. (Athletics 18 / Stealth 19)